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(Add section "Formula & Values", calculated with this spreadsheet: https://docs.google.com/spreadsheets/d/1-8zMGZ1J7VboRn7_9TJYXAFY3GEk0QFa5tEMa-9Q8Mk/edit?usp=sharing) |
(→Formula & Values: Slightly expand the text before the table with an example; Simplify the table by removing the values for 25 and 25, and adding "..." to show when a large jump in values occurs) |
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Line 11: | Line 11: | ||
DmgReceived% = 10 / ( 10 + ( ARMOR / 1.5 ) ) | DmgReceived% = 10 / ( 10 + ( ARMOR / 1.5 ) ) | ||
DmgReduction% = ROUND( ( 1 - ( DmgReceived% ) ) * 100 ) | DmgReduction% = ROUND( ( 1 - ( DmgReceived% ) ) * 100 ) | ||
This table shows various damage reduction values with different Armor stats. The "Increase" row shows how quickly the drop-off for damage reduction occurs. | This table shows various damage reduction values with different Armor stats. | ||
The "Increase" row shows how quickly the drop-off for damage reduction occurs ''(eg. going from 0 to 1 Armor gives -6% damage reduction, while going from 9 to 10 only gives -2% more reduction)''. | |||
{| class="wikitable" | {| class="wikitable" | ||
! | !ArmorStat | ||
!0 | !0 | ||
!1 | !1 | ||
Line 35: | Line 37: | ||
!19 | !19 | ||
!20 | !20 | ||
! | !... | ||
!30 | !30 | ||
!40 | !40 | ||
!50 | !50 | ||
Line 45: | Line 46: | ||
!90 | !90 | ||
!100 | !100 | ||
!... | |||
!200 | !200 | ||
!300 | !300 | ||
Line 73: | Line 75: | ||
|56 | |56 | ||
|57 | |57 | ||
| | |... | ||
|67 | |67 | ||
|73 | |73 | ||
|77 | |77 | ||
Line 83: | Line 84: | ||
|86 | |86 | ||
|87 | |87 | ||
|... | |||
|93 | |93 | ||
|95 | |95 | ||
Line 111: | Line 113: | ||
|1 | |1 | ||
|1 | |1 | ||
|... | |||
|10 | |||
|6 | |6 | ||
|4 | |4 | ||
|3 | |3 | ||
Line 121: | Line 122: | ||
|2 | |2 | ||
|1 | |1 | ||
|... | |||
|6 | |6 | ||
|2 | |2 |
Revision as of 19:06, 6 November 2022
Armor
You take x% less damage. There is no limit to this stat, but it quickly gets less effective with each level.
If Armor is negative, you take more damage.
Formula & Values
The formula for calculating Armor's damage reduction value is:
DmgReceived% = 10 / ( 10 + ( ARMOR / 1.5 ) ) DmgReduction% = ROUND( ( 1 - ( DmgReceived% ) ) * 100 )
This table shows various damage reduction values with different Armor stats.
The "Increase" row shows how quickly the drop-off for damage reduction occurs (eg. going from 0 to 1 Armor gives -6% damage reduction, while going from 9 to 10 only gives -2% more reduction).
ArmorStat | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | ... | 30 | 40 | 50 | 60 | 70 | 80 | 90 | 100 | ... | 200 | 300 | 400 | 500 | 1000 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Dmg Reduction (-%) | 0 | 6 | 12 | 17 | 21 | 25 | 29 | 32 | 35 | 38 | 40 | 42 | 44 | 46 | 48 | 50 | 52 | 53 | 55 | 56 | 57 | ... | 67 | 73 | 77 | 80 | 82 | 84 | 86 | 87 | ... | 93 | 95 | 96 | 97 | 99 |
Increase (+) | 0 | 6 | 6 | 5 | 4 | 4 | 4 | 3 | 3 | 3 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 1 | 2 | 1 | 1 | ... | 10 | 6 | 4 | 3 | 2 | 2 | 2 | 1 | ... | 6 | 2 | 1 | 1 | 2 |
Items
The following Characters have a higher chance to find these items in the Shop: Knight, Masochist, Pacifist.
Name | Rarity | Effects | Base Price | Limit | Unlocked By |
---|---|---|---|---|---|
Tier 3 | +3 Knockback +8 Armor while standing still -5 % Speed |
75 | |||
Tier 4 | +12 Melee Damage +6 Ranged Damage +3 Knockback -3 % Attack Speed -3 % Speed |
105 | Win a run with Generalist | ||
Tier 1 | +1 Armor +1 Engineering -2 Max HP |
20 | |||
Tier 4 | +3 Armor +5 % Crit Chance +5 Engineering +5 % Speed -2 HP Regeneration -2 % Life Steal |
90 | |||
Tier 2 | +8 % Dodge -1 Armor |
50 | |||
Tier 3 | +25 % Damage -3 Armor |
75 | |||
Tier 1 | +5 % Attack Speed +25 Range -1 Armor |
25 | |||
Tier 1 | +1 Armor -2 % Speed |
15 | |||
Tier 4 | +15 % Speed +10 % Dodge -5 Max HP -1 Armor |
100 | |||
Tier 2 | +2 Armor +6 % Dodge -3 Max HP |
45 | |||
Tier 2 | +3 Max HP +3 % Damage +1 Armor +3 % Speed -4 % Crit Chance |
55 | |||
Tier 2 | +2 Armor -3 % Damage |
40 | |||
Tier 4 | +15 % Crit Chance +50 Range -3 Max HP -1 Armor |
95 | Win a run with Ranger | ||
Tier 4 | +3 Melee Damage at the end of a wave +3 Engineering at the end of a wave -1 Max HP at the end of a wave |
100 | Win a run with Engineer | ||
Tier 2 | +10 % Crit Chance -1 Armor |
50 | |||
Tier 3 | +20 % Damage +1 Armor -2 % Damage when you take damage until the end of the wave |
65 | |||
Tier 3 | +3 Armor +5 Max HP -5 % Speed |
80 | |||
Tier 2 | +16 Harvesting -1 Armor |
40 |